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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. Quick attempt at parted hair... TestHead009b.prj
  2. BTW, @John Bigboote may have relevant experience with long hair. Calling Matt Campbell...
  3. Save incremental versions of your PRJ, with all models embedded, frequently while working with hair.
  4. Ultra short version... -Hide all but one side. -Go to "Grooming mode", use the "Brush Mode" tool to slightly bend the guide hairs in the direction you want the hair to to fall. -Repeat for the other side. There are many properties for Hair you will need to set right to get a particular look. There is a substantial discussion of Hair on the Tech Talks Page... https://forums.hash.com/topic/13249-tech-talk-series/#comment-93809 Watch that and see what questions you still have.
  5. First, make two patch-groups for the hair instead of one. One group for the left side and one group for the right side. Put a hair material on each one.
  6. Animation Mentor has announced a free Zoom "webinar" on facial animation. I'm guessing it will be about 90 minutes long. They will probably be demonstrating in Maya but I'm sure whatever they do is doable in A:M. How to reproduce those things might be an interesting topic to discuss here on the forum! Register for webinar Animating Facial Expressions A recording of the live webinar has been posted
  7. This would have been a great Q to bring to Live Answer TIme yesterday so we could discuss it in real time. When you say "hangs down mostly straight all the way around down passed her shoulders, " does it fall behind her shoulders or in front?
  8. I don't think that wizard is a very good teacher. The dragon isn't getting off the ground!
  9. It is possible the .cmd file we are seeking is a hidden file in MacOS Try this to see if any become visible. https://www.pcmag.com/how-to/how-to-access-your-macs-hidden-files
  10. I presume both cases are image sequences. My guess is that NetRender doesn't have to do much GUI. It is the most basic windowing functionality with no graphics to display. I recall Martin saying long ago, "the [buggy] graphics card drivers were killing us." I suspect a lot of the sudden-exit bugs are interactions with the graphics card. I'm just guessing. What does a Mac mini even have in it for a CPU and graphics?
  11. I presume it is exceedingly small since it requires using a past MacOS.
  12. I've never seen the Mac version before! I wonder if the difference in button labels is baked into the OS.
  13. 4:42 in the quick start video shows those options visible, available to be set if one were not using a preset... or if the preset had not functioned correctly.
  14. You can't re set them manually in NR? Your v17 license should let you run v16 and v15. You might try Netrender in those.
  15. This dot notation in the file name has some meaning but there's probably a way to define something more literal and less relative. <FileName> FileName=../../AM_Render-Farm/2001-sim-artwork-one/untitled-.tga </FileName>
  16. When i load that .pre into v17 netrender (PC) it seems to successfully read the multipass settings. It may be a Mac bug... which is too late to fix. For now, make a note of settings that need to be manually entered in your NetRender. If the .cmd file can not be edited it is also possible to start an additional render node by running the "AM RenderMessenger" program, once for each new node. I think the standard license defaults to allow 4 nodes but you can try more and see what happens.
  17. @fraizer writes... -I recall the chor problem (fixed in a later version I recall) but it's exceedingly rare that I ever save work as a chor. I always work with a PRJ that has everything embedded. -I'd have to see the path circumstances to guess at the path problem. -If you are on an annual subscription your license should allow you to also install/run v19.0 which still has a Mac version. Try that and see if the .pre setting are more comprehensive. We have Live Answer Time at Noon CDT tomorrow if you would like to look at this in real time.
  18. Got any other kids on the shelf?
  19. Here's what I should have done... a search! all the *prj on "Dennis the Dog" This was the only .cho I tried loading "Jumper" and "Rooftop". They crashed A:M! It's possible an older version would work. Here's "Moonscape":
  20. Hi Ed, I note that the centerline of your character is not on the center axis. It's possible you copied this from another model window and when you pasted, your paste/extrude offset was not set to 0 0. Carefully moving it back in line and then selecting one half the model and RMB>Snap to mirrored points will re-pair many of the points but not all of them. I think the model was not exactly symmetrical at the outset. I think the quickest fix is to copy one half the model including the center spline, the delete everything, then paste the half you copied back in and do a proper copy/flip/attach. https://forums.hash.com/topic/42075-copy-flip-attach-basics/
  21. If you are just talking about actual PRJs I suspect they were few. Most of the assets on CDs were models without a Chor or PRJ. I have a few of those CDs but not all the very early ones you ask about. Dennis the Dog (AM2000) : V8.0? Keekat (Hash 2001) Petey & Jaydee (HASH2002):
  22. Of course, this is on a PC but it should be similar... Video: https://forums.hash.com/topic/51707-netrender-quick-start-video/
  23. How many cores does your CPU have? You could be using them with NetRender.
  24. My guess is "no" "Slitscan" is essentially a motion blur effect, capturing any and all the light while a shutter is open. But, as you know, ray tracers like A:M reproduce only the light of an infinitely brief instant of time, and can only approximate the "open shutter" by rendering a series of instants in succession and averaging them together. We call this multipass, other software may call this multi-sampling or super-sampling but it's all the same thing. There is another motion blur technique however. If you turn off Multipass but still select "motion blur", A:M calculates an internal "vector buffer" which stores a direction and velocity for every pixel. After the single-instant-of-time image is completed, every pixel is then given a straight line blur in the direction and magnitude indicated by its vector buffer counterpart. For small amounts of motion blur typical in character animation it looks very similar to the multipass result and takes only a fraction of a second to do. But it can't account for motion that is not strictly linear, that might have a visible arc within one frame, nor can it account for the effect of your slitscan device where different portions of the artwork are revealed over time. It would note that your artwork is moving but only apply blur to the portion that was visible at the instant of render.
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